Even More Game Design Info!
- Resource Management
- Health (HP)
- Magic (MP)
- to keep characters from being overpowered in terms of magic, we discussed several ways to limit magic.
- An excellent example of this is how Riot Games implemented "cool down periods" in their ever so popular game League of Legends. League itself is a real time game, but magic is restricted by these "cool down periods" where you can't use powerful magic after you've used it in game within a certain time range after it has been used. The more magic you use during game, the longer the "cool down periods" become. This is a great way to keep a nice balance in a game.
- Money
- to buy more resources/items
- restricted to wallet size, etc.
- you reach a certain limit and you can no longer carry any more. (We decided to include this because we realized that there are several games that mange this quite well such as The Legend of Zelda where you are allowed to carry only up to 500 Rupees at a time, which makes it more realistic and balanced, because you are always striving to fill up that amount when you make a big expenditure. A really bad example of money management would be Assassin's Creed 3 where Connor, the protagonist, collects lots of money and continues to do so throughout the game. He apparently is supposed to carry that amount on him in theory, but I myself when playing have collected so much money that I can easily acquire anything I want in the game. In that sense, I know I don't have to worry about the financial end of the game, but at the same time it becomes almost too easy to upgrade and be very overpowered.)